The Hidden Coast was a game I started a while back mostly for the purpose of me gaining some exp as a PBP DM. I'm mostly just running prepublished adventures, modified to suit my whims. The game started off with the player characters meeting in a dungeon in the middle of a storm and they were supposed to go on many adventures together.

Many players have come and gone now. Of the 4 original players, only 1 still remains active in the game. He and two other players that joined later are looking for more people to adventure with! That's where you come in!

What I am looking for: 2 to 3 more players to join up with the group in the town of Duvik's Pass. The plague may have ended (or at least, it will by the time any new players join the game) thanks to the efforts of the heroes, but there's still more adventure to be had!

Dedicated rogue or spellcaster types (especially clerics) are encouraged, as the party doesn't really have either. But what I'm really looking for is players that are a) able to post regularly, and b) able to communicate with me if something comes up, if they have an issue with something in the game, or with me, etc.

Character creation:

Sources: Mostly core only, but also open to most things found on d20srd.org (If you're not sure, ask!)
Level: 2
Hit Points: Max at first level, average other levels
Gold: 900 gp
Races: Generally no monstrous races, unless you really have to play one. Use your own judgement.
Alignment: Good and lawful are fine and dandy but any alignment is allowed. However, if you have to ask, "will this be disruptive? should I play this character?" then you probably shouldn't!
Stats: 30 point buy.

Also, be sure to add a little bit about personality, background, etc. Maybe you're a resident of the town and are thankful to the heroes, or maybe you're just a traveller who was delayed by the quarantine. I want a specific goal or two for each character to include in the game.

I'm really not sure what else to say, but if you have any questions, feel free to ask them!

Game Description:

Far to the west, across the Dry Sea, lies "civilization," the Western Kingdoms; a land of constant warring and strife. Over the years, many have braved the journey to the east to begin life anew in the Hidden Coast. The Hidden Coast - a land covered in fog and long shrouded in mystery. Sheltered from the western kingdoms by the hostile Dry Sea and the imposing peaks of the Windswept Mountains, the Hidden Coast is land said to be untamed and uncivilized. To the south lie the jungles and secluded city states of the Three Seas. To the north, tale has been spread far and wide of a harsh and inhospitable land at the peak of the world and the wild barbarians who live there.

But the Hidden Coast is not so different from other places. Here, farmers and villagers live out their lives in small, isolated towns and communities. Merchants travel the roads, rivers, and coasts, ever wary of bandits, pirates, and monsters.

Lycar: You don't need to be a HERO, just don't be an antisocial jerk that drags the rest of the party down

Oh don't worry. Jack can work well with people. For once, he is squishy and knows it, plus he kinda gets a bit of a kick out of leading people by their noses. You know, with all that 'displaced noble' act and stuff.

Also, a single level of Seer should work just fine for Jack. I would have asked for the psionic rogue, but I'm not sure if this counts as an allowed source.

Snip’s clan was a small group that broke off of a larger clan. They took up residence in an abandoned mine and managed to bring it back to life. Just as they were beginning to grow and establish themselves their presence was discovered by the human’s residing near their caves. The village organized a group and wiped out the clan before it could lay down solid roots. As the villagers were going through clearing out the young and eggs they discovered an egg that was unlike the others. It was larger, and swirled with silvery streaks. The wizard in the group, intrigued by the egg, convinced the others to let him take it and study it. A few weeks later Snip was hatched.

Snip soon turned from a study in strange kobolds to a study in whether or not a kobold could be trained. The wizard raised her as he would a dog, teaching her discipline and manners. The villagers were hesitant at first, but soon got used to the little creature’s presence. They never truly took to her though. The old wizard was really her only friend. She was undyingly loyal to her master, fawning on him. He was her clan, her family. He encouraged her when she began to manifest the gifts of Bahamut. He got her over her fear of the dragon god’s blessings. The old wizard kept a detailed log of his studies of the little blessed kobold.

When she was 4 years old Snip’s dreams were dominated by the presence of a platinum dragon. He spoke to her of things she didn’t understand, of choosing and blessings. Snip doesn’t get why the dragon god chose her, and doesn’t really care. She just wants to be happy with her little family. That wasn’t to be though; the plague that swept through the town took the life of her master. Snip understands the inevitability of death, but mourns the loss of her master none the less. The townsfolk, while not hostile, didn’t extend their homes to the little orphaned monster. They assumed she would drift off without the wizard to keep her here.

Snip is a social creature, she can’t handle being alone. Desperate for a new family she has been searching for a group that would accept her ever since her masters death.

2 feet tall and only 35 pounds Snip is a tiny little thing, even for a kobold. Her status as favored of Bahamut is painted in her scales, which gleam a soft platinum, rather than the dull red of other kobolds. A pair of delicate wings grace her back, though they do not seem to be very effective. Her eyes matched seamlessly with her scales, only the dark pupils making them stand out. Snip likes feathers, and wears them tied to the thick leather collar buckled around her neck. Snip also wears a small skirt made from an old tablecloth, because her master taught her that all ladies wear skirts.

Shortly after she reached maturity her master had a pair of dark goggles crafted for her. These help keep the bright sunlight from hurting her eyes. She treasures these as they came from him.

Comment: I gave her wings even though I can't take the Dragon Wings Feat until 3rd level. (Dragonwrought kobolds are the only ones who can take dragon wings at 3rd, everyone else has to take it at 1st.) It seemed to make more sense to me to have the wings there but ineffective until I could take the feat, rather than have them pop out of her back one day. More like, taking the feat would reflect her finally learning how to use her wings to at least avoid falling.

Snip isn’t the sharpest tool in the shed. She has a hard time grasping complex concepts. She’s warm hearted and friendly though, having never known pain or danger. Snip is dog-like in her loyalty and craving for attention. Her kobold pack instincts remain strong in that respect. She lacks the viciousness and cunning of wild kobolds. Snip is an innocent, naive creature, sheltered by the wizard. The villagers eventually grew to see her as something akin to a shiny dog. They mostly ignore her.

Snip frequently talks to Bahamut, and he talks back to her, at least in her mind he does. In truth Bahamut doesn't actually have conversations with the little kobold on a daily basis, but good luck trying to convince her of that. She sees him as a guardian and guide, and hopes to one day grow up into a big dragon just like him.

Standing at around 6 foot, maybe a little taller, Jones would present a formidable physique. Well, he would if he was more intimidating. With relatively narrow shoulders, and long lanky limbs, he seems to project an aura of frailty. He's never had time enough to concentrate on his looks, resulting in a rather dishevelled persona. His shaggy blonde hair reaches down past his ribs, his fringe tucked behind his slightly pointed ears, so as not to interfere. His bright green eyes and short, pointed nose also indicate his heritage. He has a small twitch, and so can regularly be seen to squint or scrunch his eyes together.
The only way in which he has devoted time on his apearance is back. Adorning his back is a large tattoo, a longsword with a blade fashioned like a golden bolt of lightning. The silver hilt is gripped by a copper fist, covered in blood.

Practical to a fault, Jones is the epitome of utility. The greatest use for the greatest number, and that is his dogma, even going so far as to practically abandon his first name, due to it being slightly longer. Despite all this, he tends to be rather loud and, if not boisterous, he's at the very least an extrovert.
Due to his bond with Heironeous, Jones has little to no choice as to how to behave, and so follows his (not so) chosen deity's teachings begrudgingly. In truth, he despises his god, due to the forced belief that he has been suscepted to. He has had to suffer much stigma over pretty much every machination to bring himself into the postion he is in. His life, he believes, is a waste. For himself, at least. He may save a hundred, but Jones has never truly lived. He has grown used to that, however, and so he follows his personal philosophy with nearly as much vigour as he does his lord. However, in any opportunity possible, he will try his best to spite Heironeous, if only for the small satisfaction he gets out of averting destiny.

Jones grew up an orphan, in one of the churches of Heironeous that dot the land. Though, at first, being forced into the clergy, his natural talents soon became known. Some say that he was touched by Heironeous, even before his birth, and that he was destined to champion the god's cause. Others say that he was the outcome of a covert ritual performed by members of the clergy, to force Heironeous' presence.
The truth is that it was probably neither of these, but his 'brothers' and 'sisters', those who first mocked him for his heritage, and soon envied his gifts, knew that these stories hurt him.
Eventually, he was ready to set off, into the world. The church, however, was having none if it, instead 'requesting' that he travel to some nearby village or other, to aid them as a guard. A little extreme to say the least, despising his presence enough to practically exile him, but at least it got him away from his masters. Well, apart from one.